Final Fantasy XIV: A Realm Reborn | Future Status

Welcome to the Official Final Fantasy XIV thread

This thread with have three consecutive opening posts to be divided as shown below. These will be larger then most opening posts, so I ask that you also utilize these links below when navigating this threads first page. Why are these posts so long? Mainly because I actually like this game a lot, and feel it's my duty to inform you all while practicing my markdown.

While Final Fantasy XIV's initial launch was below spectacular. The upcoming revamp via the 2.0 system is going to lead this title to be a powerhouse in the MMORPG scene. With loads of content being pushed out regularly it is slowly, but surely moving its way to be an excellent title.

About Final Fantasy XIV

FINAL FANTASY XIV takes the first intrepid steps into an unknown realm, and in doing so a new place for adventurers of all creeds to call home is born — Eorzea.

In the world of Hydaelyn, the term Eorzea denotes the geographical region comprised of the continent of Aldenard and its surrounding islands, as well as the civilization which spawned there. Calling the area home are several independent city-states, the most notable being Limsa Lominsa, bustling port and pirate hub; Ul’dah, a desert city rich in mineral wealth; Gridania, nested deep within an ageless wood; and Ishgard, bastion atop the mountains.

Throughout the realm can be found climates both harsh and mild, as diverse as the skies are vast. Bleak, desolate landscapes stretch to uncharted horizons, their uninviting expanses yet to be traversed.
Colossal monstrosities stalk the land, as if mountains primeval had somehow stirred and risen. Of all the things Eorzea may be said to be, hospitable is not among them.

In the past, the city-states battled tirelessly, vying for domination and hegemony. Death-mongering beast tribes molested the land unchecked, leaving only destruction in their wake. Unseen enemies lurked beyond the borders, striking at the slightest provocation or show of weakness. The history of Eorzea is a tapestry woven of war and strife, stained with the blood of those gone before, and the tears and ash of fallen endeavor.

And yet the love the gods bear this unforgiving land endures, now as always. What is the allure of this seemingly forsaken place? With what hope and to what end do would-be inhabitants journey here to live out their days?

The answer lies with that which gives form to Hydaelyn and all myriad creation in it—crystals.The cornerstone of all things, it is these crystallized manifestations of the aether that beckon the people to come, risking all in the undertaking.

And so it is that adventurers too have harkened the call—to bear witness to the epic set to unfold in this land. This Eorzea.

Content finder to find groups to enjoy content and dungeons even across different servers.

New achievement system, with the addition of 300 new achievements and the implementation of rewards like titles and items.

Post 2.0 Updates

New Primal battles.

Ability for free companies to summon a primal directly in order to fight him.

Campaign of battles to defend Ishgard against an horde of dragons, with the participation of all four disciplines.

Implementation of two PvP venues: The Coliseum and Frontlines. The first will be an arena-like system, the second an open world PvP area with factional warfare between the Grand Companies (and anyone that played Dark Age of Camelot knows that three-way RvR is full of win; I agree with this so hard).
*Addition of two large-scale instanced raids named Crystal Tower and Vast Labyrinth, with further expansions planned afterwards.

Implementation of the wandering Odin primal. He will grow in strength and drop better loot every time he’s defeated.

PC Version

PlayStation 3

Q1 2013

Gamestop among others have it priced at $20, but be sure to look around for deals. You may even catch it at a severe discount before 2.0 launches.

If you decide to buy it now it's worth it, but be sure your computer can actually run it first. The Final Fantasy XIV Benchmark will gauge your computers specs and determine whether or not you can run it and which settings it'll be able to run efficiently.

If your computer crashes while running the benchmark, it most likely won't even be able to run the actual game.

Updates

For those who bought the game, congratulations! Now you have to go through the pain of updating it via Square Enix's horrible FFXIV updater... or do you? No you do not :D

This website has all the patches along with a very good tutorial to help update. If done properly you'll shorten your update time from 12 weeks to 3 hours.

(If you're currently up to date on the newest update or the one before the newest it's best to let the updater do it's things.

Eorzea

The Age of Adventure

Countless moons have waxed and waned since wandering tribes from across Hydaelyn first arrived in Eorzea and settled its untamed lands. The benevolent deities who ruled the empty continent and its surrounding islands were impressed with the resilience of these primitive men and women, and in an act of mercy each saw fit to ensure their welfare.

These gods and goddesses soon came to be known as the Twelve, and the villages thrived in their light until the land was bespeckled with several independent city-states. Though, where man walks, strife follows, and for generations, these tiny nations carved out a history of blood and betrayal built upon broken oaths and the sun-bleached bones of the fallen.

However, the fate of the land would soon change. Not fifteen years past, a new threat appeared without warning from the east. Metal-clad warriors brandishing weapons that spewed streams of fire, fleets of behemoth airships belching oily smoke that would block out the sun for days at a time... A resistance was amassed, but to little avail, and it was not long before Ala Mhigo, once considered the most powerful of the remaining six Eorzean city-states, had fallen to the mighty Garlean Empire.

As the empire’s dreadnaughts continued their march of terror across the blood-soaked fields of the north, the remaining nations put aside their differences and clandestinely joined hands to form a loose alliance to ensure they not meet the same fate, should the invaders turn their eyes southward.

Fortunately, the invasion never came, and just as quickly as it had arrived, the empire was gone again. However, echoes of their grim message rang clear in the hearts of Eorzea’s people—its effect on them, profound and irreversible. The realm would never be the same.

And it was thus that Eorzea slipped into the “Age of Calm,” during which an uneasy peace prevailed.

To prepare for the coming storm, the first task of the newly-formed alliance was to fortify their defenses. In the previous era, few city-states maintained organized militaries, opting instead to hire the services of mercenaries and hedge knights to champion their causes. However, after the fall of Ala Mhigo, city guard units were restructured into legitimate standing armies which could be quickly called upon and mobilized if the need arose.

Unfortunately, this left a majority of the realm’s hireswords with nowhere to pledge their fealty, and with their livelihood ripped out from under them, many of these men and women resorted to acts of villainy to survive. For fear of the situation worsening and the land falling into chaos, several respected leaders from around Eorzea gathered together and formed a network of guilds to provide these lost souls with the opportunity to redeem themselves by aiding others.

Through the foresight and resolve of these leaders a new industry known as “adventuring” emerged, its advent helping usher in the current era—an era of hope in a time when shadows of uncertainty loom ever closer.

A Realm Divided

It is nigh on ten years since the fearsome beings known as the primals first appeared in these lands. Ten years since they were summoned forth by the destructive ambition of the beast tribes. Ten years, and still those tribes, drunk on the power granted them by the primals, continue to wreak havoc upon the free peoples of Eorzea.

To the northeast, the Garlean Empire stirs, casting an ominous shadow across the realm. Seeking dominion over the continent of Aldenard, the Garleans set out on a campaign of conquest, smiting all opposition with their superior technology and overwhelming military might. In a relentless drive to the south and west, they lay ruin to the once flourishing city-state of Ala Mhigo.

It is in the midst of this embattled Eorzea that a mysterious power surfaces. Known simply as the Echo, it is said to cause the souls of those touched by it to resonate with others. And of this is born the ability to relive their past experiences—to see and feel them as though they were one's own.

Can these seeds of the past somehow serve to sow hope for the future?

What is the origin of this eldritch power?

Is it a deific gift of righteousness? Or the deception of some sinister sorcery?

To what end has it been given?

The search for the answers to such questions falls to you. So go forth. Seek out and join your brethren. And together claim your place among legends in the annals of time.

Eorzea is inhabited by five races

Hyur: Diversity in Numbers

Boasting the largest population in Eorzea, the Hyur came from neighboring continents and islands in three great migratory waves. With them they brought a sophisticated technology and complex ethos tempered by the breadth of the outside world. They rapidly became a driving force behind cultural progress, and are now widely attributed with spearheading advances in Eorzean civilization.

One of the Hyur’s strengths is the staggering variety of languages and social institutions they exhibit. This is said to account for their firm conviction in individual freedoms, though it also results in a relative lack of solidarity and group cohesion.

Two distinct groups now exist among the Hyur-Highlanders, denizens of mountainous areas, and Midlanders, who reside in lower elevations.

Midland Hyur

The Midlander clan comprises over half of the total population of Eorzea’s Hyur. They have established themselves throughout every city in the realm and lead lives as diverse as their heritage. Trained in letters from infancy, the Midlanders are generally more educated than many of the other races and clans.

Highland Hyur

The Highlanders derive their name from a long tradition of inhabiting Eorzea’s mountainous regions. Compared to their Midland brethren, the Highlanders are noticeably larger in build. These days, it is rare to see Highlanders save for those who fled Ala Mhigo after its fall, and now work in the other city-states as mercenaries and sellswords.

Miqo’te: A Tribe of One

During the Age of Endless Frost, as the seas turned to ice and passage over them became possible, Eorzea saw an influx of foreign fauna to her shores. This in turn brought the hunting tribes which subsisted upon them, the modern descendants of whom are today known as the Miqo’te.

Since then, the Miqo’te have diverged into two physically distinguishable groups — the diurnal Seekers of the Sun and the nocturnal Keepers of the Moon. Both groups share a superb olfactory sense and powerful leg musculature, results of a long evolution geared towards hunting and predation.

Comparatively few in number, they maintain an insular group mentality, tending to avoid contact with the other races. Many individuals lead isolated lifestyles, even when residing in the more populous cities.

Seekers of the Sun

The self-proclaimed Seekers of the Sun are the diurnal clan of the Miqo’te race. Their preference for the warm light of day pervades all aspects of their culture, as is apparent in their devout reverence for Azeyma the Warden, goddess of the sun. They are perhaps known best for their striking eyes — the result of their vertically aligned pupils and faintly colored irises.

Keepers of the Moon

The nocturnal among the Miqo’te have dubbed themselves the Keepers of the Moon. Shying from the garish light of day, they revel in the shroud of night, and offer their piety to Menphina the Lover, goddess of the moon. The custom of applying war paint to the face is still regularly practiced by the Keepers of the Moon, enhancing their already distinctive appearance.

Lalafell: More Cleaver by Half

The Lalafell were originally a group of agriculturalists inhabiting the fertile islands of the south seas. With the introduction of transmarine commerce, they soon found their way to Eorzea via trade routes. They are now one of the more populous races and are well established throughout the region, though they remain averse to cold climates.

The short, rotund builds of the Lalafell belie an incredible agility, and their seemingly feeble legs are capable of carrying them long distances over any terrain. Many among them are also known for possessing highly developed and cunning intellects.

The Lalafell place a great deal of significance on familial bonds, but are by no means unfriendly to outsiders. This is evidenced by the fact that they continue to share prosperous relations with all of the other races of Eorzea.

Plainsfolk

The flat landscapes of the Plainsfolk’s home islands are dotted with the clan’s traditional thatched huts, beneath which lie intricate networks of underground passageways. Their distinct hair coloration — a myriad of earthy and grassy tones — mimics their native environment, and their long, pointy ears are said to be able to detect the faintest scampering of the prairie’s various fauna.

Dunesfolk

Perhaps the most distinctive aspect of Dunesfolk culture is its traditional dwellings — structures affixed to the backs of large beasts of burden. The luminous eyes of the Dunesfolk are the result of a glossy, protective layer which covers the pupil, an evolutionary response to the glaring sunlight of their home region. Many individuals wear a small gemstone on their forehead, representing their zodiacal sign.

Elezen: Noble and Refined

The Elezen are a traditionally nomadic people who in former times claimed sole dominion over Eorzea, their presence predating that of the other races. Believing this prominence to be ordained by the gods, they came to develop an esteemed sense of honor and pride.

Their characteristically tall, slim physiques and elongated limbs are part of a successful adaptation to the land’s various environments. Indeed, it is said that their highly sensitive ears can discern the squeak of a field mouse at a distance of up to several malms.

The Elezen perceived the immigration of the Hyur as tantamount to invasion, and as a result the two share a past plagued by warfare. At present, however, they can be seen coexisting peacefully, the exception being the reclusive Duskwight Elezen.

Wildwood Elezen

For hundreds of years the Wildwood Elezen have lived in the safety of Eorzea’s lush forests. They possess an incredibly keen sense of sight — a contributing factor in their unparalleled expertise as archers. With the formation of the realm’s governments, many Wildwood ventured forth from the forests, drawn either to the exhilarating cosmopolitanism of the urban centers or the simple nomadism of the plains.

Duskwight Elezen

The Duskwight Elezen have spent centuries in the peace and seclusion of Eorzea’s caves and caverns. They have developed an acute sense of hearing, capable of detecting the faintest of sounds. This natural gift, and the uncanny awareness it grants, has proven advantageous in the field of hand-to-hand combat. Many of the reclusive Duskwight resort to robbery and pillaging to survive, earning them the scorn of their woodland relatives.

Roegadyn: Size Matters

The Roegadyn are a maritime people whose largest concentrations are found in the northern seas, by way of which they came to Eorzea.

They possess enormous, muscular builds and are known for the cultural emphasis they place on competition and unflinching courage, though tender, introspective individuals can also be found. Roegadyn in and around the Limsa Lominsa area are typically seamen putting in at port, but many have also settled permanently, becoming mercenaries, bodyguards, or even pirates by trade. Far away, deep in the mountains of Ul’dah, live mountain clans of reclusive Roegadyn known as the Hellsguard, said to have mastered the magical arts.

Sea Wolves

The Sea Wolves originally hail from the islands of the far north seas, where they still subsist as fishermen and women. Long ago, no vessel or coastal village was safe from their maritime brand of brutality. Now, it is not uncommon to see them employed as sailors or naval mercenaries on all manner of vessels.

Hellsguard

The Hellsguard are a clan of Roegadyn with body and mind tempered by the unforgiving heat of the volcanic regions they inhabit. Believing these mountains of flame to be gates to the underworld, their line has for centuries stood vigil over them to prevent the passage of souls back to the realm of the living. Their sheer girth and steely demeanor open to the Hellsguard a wide range of paths, from the martial to the monastic.

The Three Grand Lands of Eorzea

The Grand Companies of Eorzea are a military alliance of nations united in common cause to avert imminent catastrophe from engulfing the realm, each city-state charged with mustering its resources under the banner of an elite regiment.

Limsa Lominsa: No man may tread upon me, for I am the sea.

On the southern coast of the island of Vylbrand, under the shadow of ancient cliffs worn by the relentless onslaught of the Rhotano Sea, lies the marine city-state of Limsa Lominsa. Said to be blessed by the goddess of navigation, Llymlaen, the city is spread out over countless tiny islands, each connected by sturdy bridges of iron and wood construction, earning her the name the “Navigator’s Veil” from traveling bards who have witnessed the city’s beauty from afar.

Limsa Lominsa is a traditional thalassocracy, with power lying in the hands of the ruling party and its leader — the Admiral. Its economy is driven by shipbuilding, fishing, and blacksmithing, but the majority of wealth comes from the lucrative shipping industry.

To maintain the safety of its maritime routes, the city employs a formidable navy known as the Knights of the Barracuda. However, even in the waters nearby the city, pirate bands run rampant, reaving and pillaging.

The Maelstrom

At the heart of the Thalassocratic Navy lies the Lominsan Armada, composed of nine independent squadrons, the First through the Ninth. The Maelstrom is an extension of the First Squadron, expanding its role as armada flagship and granting it power to administer not only the remaining eight squadrons, but the various merchant fleets that navigate the seas off Vylbrand. With the reestablishment of the Maelstrom, the Admiral has also begun the move to invoke ancient maritime law, by which she would promote herself to Chief Admiral, effectively expanding her authority to cover not only state and military dealings, but grant her the power to directly command all ships in Lominsan waters, and freely punish any who disobey. Needless to say, the city—state’s pirates are not about to take this encroachment on their freedom without a fight.

Gridania: Each tree, each shrub, each blade of grass- we treat them as our own sons and daughters. and for that we are loved by our wood.

In the eastern reaches of the Aldenard landmass, home to vast, dense woodlands and coursing rivers, lies the forest nation of Gridania. The cityscape is a mosaic of labyrinthine waterways and great wooden structures, so gracefully constructed they seem a part of the surrounding environment.

The Gridanian emphasis on natural harmony has led to its preeminence among Eorzea’s city-states in trades such as forestry, agriculture, carpentry, and leatherworking. Gridania is also home to the Wood Wailers, a militant band of polearm-wielding sentries charged with the protection of their homeland.

In the eastern reaches of the Aldenard landmass, home to vast, dense woodlands and coursing rivers, lies the forest nation of Gridania. The cityscape is a mosaic of labyrinthine waterways and great wooden structures, so gracefully constructed they seem a part of the surrounding environment.

The Gridanian emphasis on natural harmony has led to its preeminence among Eorzea’s city-states in trades such as forestry, agriculture, carpentry, and leatherworking. Gridania is also home to the Wood Wailers, a militant band of polearm-wielding sentries charged with the protection of their homeland.

The Order of the Twin Adder

The Order of the Twin Adder establishes a medium from which the Seedseers can return from their wanderings deep within the Black Shroud and directly oversee not only the safety of Gridania’s citizens, but the workings of the local guard. Both the Gods’ Quiver, who defend the forest from external threats, and the Wood Wailers, who protect it from internal strife, have expressed their support of this temporary measure. There are, however, those within Gridania who would question the ability of the Seedseers, whose duties until now have been limited to various ritualistic proceedings, and doubt whether or not they are fit to lead a nation into war.

The bustling commercial hub of Ul’dah sits amid the desolate desert landscape of southern Aldenard. The city is organized strategically around the dome-shaped citadel at its center. Its towering fortifications and protective outer walls are visible for malms in all directions, and serve as a stark deterrent to would-be besiegers.

Visitors from every corner of Eorzea come to Ul’dah to partake of the city’s famed recreation, most notably the fighting arenas and gambling halls. Ul’dahn culture is known for its affluence, and the wealth of the nation comes in large part from its abundant mineral resources and prestigious clothcrafting industry.

Historically, it is the sultan who claims sovereignty over Ul’dah, but true power is wielded by the Syndicate, an elite group of six of the most influential and richest members of society. Nald’thal is the patron deity of the city, and two great halls, devoted to his two aspects, can be found in the eastern and western sections of the city.

The Immortal Flames

Currently, the bulk of Ul’dah’s military strength comes from their standing army of mercenaries and the small contingent of the palace guard known as the Sultansworn. To bring order to their ranks and oversee additional wartime training, the Sultana has considered resurrecting the Immortal Flames─an elite force of battle—hardened veterans that once instilled fear in the city—state’s neighboring nations during ages past. This unit would act as a core aspect of the army, essentially bolstering its power, and in effect grant more authority to the Sultana and her advisors—something of which those in control of the city—state’s economy—namely the Syndicate—are wary.

Armoury System

Armoury System

In general, there is a fourfold classification of adventurers based on the disciplinary paths to which they devote themselves: Disciples of War, masters of arms who live for the call of combat; Disciples of Magic, erudite researchers of all things esoteric; Disciples of the Land, gatherers of material resources and students of the natural order; and Disciples of the Hand, crafters who invest their creative ingenuity in synthesis and industry.

Players may opt to specialize in one discipline, excelling in a single skill, or they may take a more general approach, making free use of the Armoury. The choice is yours.

Disciples of War

Followers of this discipline devote themselves to the mastery of weapons and the wars waged with them. Through rigorous physical training, they hone their minds and bodies into instruments of combat, ever ready to make a decisive contribution to the cycle of conflict which plagues Eorzea.

Pugilist

The path of the pugilist is one of incessant training aimed at mastering the traditional techniques of hand-to-hand combat. Though they command formidable power when unarmed, they are wont to use metal, leather, and bone weaponry to maximize their destructive potential.

Their preference for fighting at close–quarters makes negotiating distances an absolute necessity. Many among them accomplish this by avoiding burdensome armor, allowing for maximum mobility while they move in for the kill.

Gladiator

Gladiators specialize in the handling of all manner of one–handed blades, from daggers to longswords, be they single– or double–edged, straight or curved. A defining characteristic of the guild is its emphasis on diverse combat tactics, training its members to bring their martial skills to bear in any situation.
As such, there are practitioners who marry sword with shield, seeking to defend their fellow companions. Others opt for an empty off hand, choosing instead to focus entirely on their sword arm. The gladiator’s proficiency with blades also extends to those hurled at range, such as throwing knives.

Marauder

The marauder is a combat specialist whose weapon of choice is the greataxe—a fearsome arm emblematic of Eorzea's pirates. Their approach to battle is one of brute force, relying on strength and steel to crush enemies and sunder weapons.

They are highly sought after for their ferocity and intimidating presence, and are often employed to hunt down monsters plaguing the land, or to turn the tide of battle between warring nations. Skilled marauders have been known to take on entire packs of slavering beasts and emerge with nary a scrape.

Archer

The enduring popularity of the bow is a testament to its elegant design, but this simple weapon would be of little worth without the surpassing skill of those who master it—the archers. Projectile techniques such as high-angle fire enable archers to assail their foes with deadly precision even at great distances.

Constant assessment of the battlefield enables them to carefully determine the most advantageous ground from which to loose, as well as the nature of the arrows best suited to their enemy. Together with the longbow sentries of the Elezen military, the shortbow hunters among the Miqo'te are widely regarded as the most skilled with a bow, capable of showering their targets with a verible deluge of death well before a counterattack can be mounted.

Lancer

The strategy of the lancers is to outrange and fluster opponents with their long, two-handed polearms, peppering them with a barrage of thrusting attacks. They are trained with a number of weapons, giving a diversity to their attacks that makes them extremely versatile combatants.

In former times, the longspear saw the most widespread use, due in great part to the influence of the proud lancer legions of Ala Mhigo. Since then, the guild has greatly expanded its armories to include a variety of weaponry, such as the halberd and trident.

Disciples of Magic

The path of magic beckons to those with a restless desire to study and command sorcery in all its forms. Its adherents use artifacts and relics to call upon and channel forces within themselves and the aether around them, weaving their destructive and restorative spells in the service of Eorzea.

Conjurer

Conjurer calls upon elemental forces present in nature and concentrates them to a potency at which spells can be weaved. Through practiced meditation on the essences of creation, conjurers draw forth and absorb aether from their immediate surroundings.

A wand or cane made from unworked wood is then utilized to focus the aether until it manifests as the desired spell. The seat of the Conjurers' Guild lies at the Stillglade Fane in Gridania, where the voices of Eorzea's elementals are said to be most powerful.

Thaumaturge

In the hands of a skilled practitioner, thaumaturgy can be a force of terrifying destruction. At the heart of this school of magic lies the ability to call forth and command the latent aether within oneself through deep introspection.

To then mold that aether into sorcery, the thaumaturge makes use of a scepter or staff, within which is housed a medium—a natural stone imbued with magical properties. The guild is centered at the Arrzaneth Ossuary in Ul'dah, within whose hallowed halls are said to reside powers of life, death, and the beyond.

Disciples of the Land

These harvesters of nature's bounty utilize an array of tools in their work with all forms of plants and minerals. Their trade encompasses knowledge of all of Hydaelyn's natural resources, be it in a cultivated garden or the great outdoors. As a cornerstone of Eorzea's economy, their impact on her inhabitants can hardly be overstated.

Miner

The Miners' Guild is responsible for the excavation and handling of Eorzea's mineral wealth, be it ores, fossils, precious stones, or otherwise. It should come as no surprise, then, that their most eager customers are the realm's blacksmiths and armorers.

To fully master the advanced techniques developed by the great mining nation of Ul'dah, miners must undertake a wide range of tasks, from the meticulous prospecting of the most minute deposits to large–scale civil engineering. The guild staunchly subscribes to the theory of continental drift, and as such many among its ranks to their patron deity Oschon, the Wanderer. The primary tools of the miner are the pickaxe and the sledgehammer.

The Botanist

The botanist's profession encompasses the procurement of resources from all forms of plant life. This includes harvesting various vegetables and grains, tending to fruit-bearing trees, gathering wild grasses, cultivating fibrous plants for use in textiles, cutting lumber to supply the carpentry trade, and more.

This wide range of raw materials draws the custom of various other guilds, notably the Carpenters', Weavers', Alchemists', and Culinarians'. Botanists also attempt to educate others about the importance of achieving a symbiotic relationship with Eorzea's plants, rather than carelessly stripping them of their useful parts. This is perhaps best exemplified by the revolutionary irrigation methods devised by Gridania, which first made low-impact, high-yield crop propagation possible. The primary tools of the botanist are the hatchet and the scythe.

Fisher

Fishers are the harvesters of the realm's marine and freshwater animal resources. The goods they obtain from their catch place them in direct dealings with both culinarians and goldsmiths.

Be it from the shore of a sea, the bank of a river, or the deck of a boat, Eorzea's anglers must constantly account for a wide range of factors to optimize their success, including season, time, place, tools, and bait. In addition, the sometimes perilous nature of desirable fishing holes, be they on or offshore, above or below ground, prompts many fishers to employ the protection of more combat-oriented professions. The primary tools of the fisher are the fishing rod and the gig.

Disciples of the Hand

For crafters, the art of synthesis is at the very core of their way of life, driving their industry. They employ a veritable arsenal of tools in working everything from the most delicate cloth to the most resilient metal. Through their labors, the traditions of Eorzea are kept alive, and her culture preserved.

Carpenter

The foremost workers of wood, carpenters possess expert knowledge of the hardness, pliability, weight, and value of all types of timber. Their creed is to bring these natural traits to bear in the form of various wares, including utensils and furniture.

Woodworking techniques were, and continue to be, developed and refined by the shipbuilding endeavors of Limsa Lominsa, as well as the towering architectural pursuits of Ishgard. However, it is in and around Gridania, home to the highest quality timber, that the craft's greatest strides have been made.

Gridanian carpentry produces everything from the masks used in their religious ceremonies to the enormous structures that make up their city.

Blacksmith

It is in the fires and on the anvils of Eorzea's blacksmiths that weapons and tools of metal are crafted. Their work is in demand at all times in nearly every location, whether it be hammering the blade of a sword at the forge, or whetting the edge of an axe at camp.

The tradition itself stretches back to the realm's Age of Bronze, though the advanced metallurgical techniques passed on from master to apprentice today bear little resemblance to the simple practices of ancient times. Tradition aside, the simple benefit of being able to repair your own damaged weapons appears to be incentive enough to adventurers across the realm, as more and more take up the trade with each day.

Armorer

Armorers treat and work the malleable metals of Eorzea into all forms of armor. By binding together sheet, stud, and link, they are able to produce garb of plate and chain that has saved the lives of countless adventurers.

Though the armor trade once fell within the realm of blacksmithing, advancements in both metallurgical techniques and material refinement led to its necessary specialization, and it is now recognized as an official profession by all nations.

Goldsmith

Goldsmithing is the practice of working precious metals and stones into a multitude of accessories that appeal to the Eorzean aesthetic. It also makes use of golds and silvers, rubies and sapphires, and a myriad of other materials to decorate weapons, armor, and tools.

Due to the extreme value of the source materials being worked with, the guild has adopted a philosophy of "high risk, high return." This has given them a reputation for being laborious scrutinizers of market trends, always paying heed to the fluctuating economy.

Leatherworker

Contrary to popular belief, a leatherworker's skills are not limited to the mere boiling and dying of pelts and skins, but also encompass those of an armourer and clothier, for a true leatherworker would never entrust his hides to the hands of another. Perhaps a leatherworker's most arduous and time–consuming task is procuring the various coats and furs necessary for his trade, which is the reason why many who choose this profession tend to dabble in hunting and trapping as well.

The Elezen have long been known for their skill in leathercrafting, yet for centuries their techniques were heavily guarded. However, when dwindling numbers of guildmasters were threatened with the disappearance of their immense wealth of compiled knowledge, Elezen leatherworkers set aside pride and reluctantly began revealing those techniques to a select few. As a result, the quality of Eorzean–made leather improved significantly, creating an increased demand for products using the superior–quality material.

Weaver

From fiber to thread, thread to cloth, cloth to dress, the path of a tailor literally weaves its way from basic beginnings to extravagant ends. And while this alone can prove a long and arduous journey, a weaver's work spans more than just the spinning of strings and the sewing of seams.

Those who wish to excel as clothcrafters must also stay attuned to the latest fashion trends, ensuring their custom are never scoffed by their peers for looking anything less than posh. Just as the Spinner, Nymeia, spins the fates of all Eorzeans, the warp and weft of a weaver's work, too, have been known to alter the course of destinies both large and small. Perhaps this is why so many of the realm's tailors pay homage to the fickle goddess.

Alchemist

Masters of Science and Nature, the devilish and the divine, alchemists ensure their livelihood through the transmogrification of mundane materials into wondrous wares—from curative concoctions to potent potables. Upon conducting their symphonies of commixing and combining, distilling and decocting, the impossible waxes possible, and miracles are born.

The Eorzean school only recently came to be recognized in scientific circles as a valid branch of alchemical orthodoxy. It is based on fundamental principles originating in the Near East tradition, but draws heavily upon esoteric elements of both Lalafellin herbalism and Miqo'te occultism as well.

Culinarian

Whetting appetites from dawn until dusk with prowess of pot and pan, culinarians provide more than simple sustenance. Armed with a cornucopia of ingredients from across the realm, and versed in methods from the far corners of Hydaelyn, these master chefs help adventurers maintain their strength on the battlefield, bringing truth to the age-old adage that the road to victory truly does run through one's stomach.

Although an established trade far before recorded history, it wasn't until half a century ago when Limsa Lominsan admiral and self-proclaimed gourmand, Guolskyf Bhaldwaensyn, known by the masses as “Mastcleaver,” put forth a thalassocratic decree proclaiming the culinary arts a guildworthy craft. Henceforth, it has been recognized across Eorzea as a legitimate member of the Tradescraft Society—its recipe compendiums now gracing the shelves of every librarium in the realm.

Jobs

Jobs

A classic stable within Final Fantasy sees the return of several jobs.

Paladin

The elite of the Sultansworn bend the knee to the sultanate of Ul'dah, swearing a solemn oath to serve the nation as its sword and shield. Clad in brilliant silver armor and called paladins, these men and women were once the pride of the nation, held in high esteem by nobles and smallfolk alike. But their glory days are no more, for as the sultanate's power waned, so too did the prestige of the paladin. They are now but a shadow of their former selves, and the sultana must needs turn to sellswords for protection. In these troubled times, command of the Sultansworn has fallen to a young paladin named Jenlyns. Desperate to restore their honor, he has resorted to recruiting outsiders and training them in the legendary battle arts of the paladin, once a closely guarded secret.

Warrior

On the northernmost edge of Ablathia’s Spine, nestled between ageless spires of lime and granite can be found a small Hellsguard village, all but forgotten by time. However, it was not long ago that this isolated hamlet gendered countless fighters, trained to harness their inner-beasts and translate that power to unbridled savagery on the battlefield. This art was known as the Way of the Warrior, and those who followed its teachings were eagerly sought by mercenary troupes, who, in turn, were sought by the warring city-states of the era. Impressed by the warriors’ prowess in combat, city-state armies soon began incorporating the ancient Hellsguard art in their training regimens, thus accelerating the proliferation of the fighting style throughout the whole of the realm. Unfortunately, as the keepers of the art passed away or were slain in battle, so too did the Way of the Warrior fade, descending once more into the shadows of obscurity, where it remains to this day.

Dragoon

Legend holds that the dragoon tradition was born a millennium past, when the founding fathers of the great nation of Ishgard were journeying to the land promised them by the Fury. Upon arriving in Coerthas, the intrepid settlers were set upon by the great wyrm Nidhogg, the then master of that demesne, and a fierce struggle ensued. The confrontation came to an end when a young man named Haldrath, taking up his slain sire’s lance, landed a mighty thrust that prized out Nidhogg's eye, prompting his colossal adversary to take wing and flee. From that moment forth, Haldrath became known by the epithet of the Dragonseye, and is to this day revered by all Ishgardians as the first dragoon.

Monk

Though now under Garlean rule, the fortified city-state of Ala Mhigo once claimed dominion over the lands of Gyr Abania and boasted the greatest military might of all Eorzea. Among its standing armies were the monks—ascetic warriors dreaded by foes on the field of battle as much as the Ala Mhigan pikemen. The monks comprised an order known as the Fist of Rhalgr, and it was to this god—the Destroyer and guardian deity of Ala Mhigo—to whom they devoted their lives of fervent worship. In their remote mountain temples, the monkhood underwent rigorous training of both mind and body, ever seeking to draw closer to the godhead of Rhalgr himself. Over the long course of its esoteric tradition, the Fist has developed a deadly and destructive martial art.

Bard

Upon hearing the word bard, most folk are like to be put in mind of those itinerant minstrels, fair of voice and nimble of finger, who earn their coin performing in taverns and the halls of great lords. Few know, however, that bards in fact trace their origins back to bowmen who took to singing in the heat of battle, that they might fortify their spirits with anthems beseeching the gods for victory. In time, their impassioned song came to hold sway over the hearts of men, inspiring their comrades to great feats and granting peace unto those who lay upon the precipice of death. While the bardic tradition had gone into decline in recent decades, the time is nigh when song once more shapes the outcome of conflict.

Black Mage

In days long past there existed an occult and arcane art known as black magic—a potent magic of pure destructive force which legend told was born forth by a sorceress of unparalleled power. Those who learned to wield this instrument of ruin came to be called black mages, out of both fear and respect for their gift. Yet then, as now, great power served to corrupt the judgment of mortal man and send him down the path of ruin. And so it is that now, after many years, there are few left versed in the ways of black magic. Yet an old criminal soul, condemned to life in the dark depths of an Ul’dahn prison, has come forth claiming to be one of the last remaining black mages. He has emerged from his shadowy confinement...but to what end?

White Mage

While it is commonly known that Gridania’s leaders, the three Seedseer siblings, are unsurpassed in their mastery of conjury, none save a few souls are aware that they are also keepers of white magic, the arcane art of succor. Taking healing and protection for its dominion, white magic came into existence eras past in order that the destructive force of black magic be kept in check and balance preserved. Over time, however, even those who donned the white came to pervert their powers for the sake of personal gain, a decaying of virtue that led to the demise of the men of the Fifth Astral Era. Though thought to have become buried in the sands of history, white magic is in the midst of revival at the hands of the Padjal, who desire that the light of succor shine throughout Eorzea.

After this post lies the discussion. I thank you for reading, as I loved writing and rereading all of this in it's entirety. I'm still editing so be sure to check back for more.

I actually plan to play Final Fantasy XIV via PS3 this coming year. I have a copy for PC as well, but need a new system to run it properly. It has a very helpful and dedicated community which will also enhance the overall feel within the game. I hope that you all consider playing or are interested to continue to learn more about this game as it is worth it.

@Xyopq Hell yea we're gonna co-op. missed out on the Dark Souls co-op a while back when your PS3 broke. All in all they really did fix a lot of problems which hindered the game from being a success. The road map to 2.0 isn't pulling any punches when trying to correct the problems and make much needed additions to the game itself. 2.0 is looking great and I can't wait to install it and see the all the major changes.

@DarkChaplain A lot, haha. It really did a number on SE financially. Still, i applaud SE for attempting to fix the game and actually committing to fixing it. Not many companies have the heart to admit they messed up on a major title, and commit themselves to producing a better version of a failed product (then again they didn't have much of a choice though...). I'm sure they'll bounce back, but hopefully this'll change their outlook when developing core games in the coming years.

@Kirn With majority of the installments being single-player experiences it's only right that most fans want to pass by these newer genre changing renditions in the Final Fantasy series.

I've never truly played an MMORPG to be honest. Aside from the mass beta test invites that plague my emails. I've never jumped into an MMO and stayed for more then a week even if I met some great people, MMO's just weren't for me. When I first heard about XI all those years back I laughed at the thought of an MMO FF. Yet, whenever I speak with someone who played it they'd swear up and down it was a solid fun experience. I still passed.

Now I hear they are coming out with a new FF and it's online. I laugh at it and blow it off not taking the time to look at it in depth. It's late 2011 and I hear about FFXIV not only failing, but fixing it's failures as well... what the hell are they talking about... I do some digging, learn about what went wrong and how they plan to fix it, this catches my eye. I go on the official site and just want to glance at the backstory of the world which FFXIV takes place. I start reading, read a little more, watch a video or two, and continue reading. Soon I'm hooked, but not at the thought it's a Final Fantasy title, or that it's an MMO, but the work that went into its creation.

Basically i'm hooked on the detail they put into constructing the world. It's a beautiful product of some great talented minds in my opinion. I admire the world more then anything, the conflicts, the lore within it, and the diversity are just bonuses for me.

I understand the fact of not wanting a MMO FF, but I can admire that the creators want to show us there's a way to construct our own legends within the rich FF universe.

I hope this makes some kind of sense as to how I see this game and hopefully offers an approach to many who are skeptical or cautious on how to consider this title. I'm sure it'll be a fun thing many people should try out. When you buy the game they usually give you a month free, so try it out and see if it's right for you.

@Kirn See the site linked above is aimed at strictly understanding the world itself. As far as gameplay and core mechanics go, you'd have to check out FFXIV Lodestone. It needs to be updated though to reflect the mass amount of change that will and already has taken place within the game itself.

Final Fantasy XIV isn't just a MMORPG. It doesn't focus on common MMO strategies. It's a strong PvE game, with heavy influences on Party/Strategic Gameplay. More similar to a standard Final Fantasy title really except your playing with real people.

Well PvP is coming as you stated, but no one will know much about it until August at the earliest. The implementation of two venues for PvP, both with two completely different play-types (one being RvR) which is nice to see.

It's going back on a F2P period this November till January to reflect the 2.0 launch for PC. Beta for PS3 starts this Nov or Dec i'm thinking the latter. And when you pick up your copy for PS3 you should get a month free. Yet, even now during the P2P phase it's user base is growing exponentially. It's a completely new game already then it was a year ago, a solid experience as it is now.

I understand that because of it's first launch many people are skeptical this title will live up to it's new hype, when its original fell short in almost every way possible. The fact is fans are coming back even if one by one just to see what has changed. While not every person will be impressed with the game, i'm sure many are willing to stick around long enough to see its revamp and even continue from there.

I have a feeling it'll turn out better then most give it credit for. It was built upon an interesting world, with a lot of room for expansion and opportunity. The foundation is solid and more then worth a journey through even if just once. The game just wasn't developed with any particular goal in mind. It was literally everywhere and suffered greatly because of it. Now that they have a plan and are so far following through with everything they set out to do. I'm sure it'll have a better opportunity to succeed.

I hope they add a free demo to the psn store so we can get a feel for the game before we drop money on it. They're going to have to a hell of a job to market it. Even people who are fans of the FF series ended up not buying the game just because of word of mouth. I'd still give it a try though. Hopefully this game gets a 2nd chance because Phantasy Star Online 2 is supposedly coming out later this Summer. It's also suppose to be free this time around. That could seriously make FF lose a lot of attention on the PC.

@Twelve I hope they do as well. It's kind of slim, but I hope they do something along those lines. Yea PSO:2 could shift the attention, but critics and fans alike are anticipating FFXIV 2.0. This is part one of two major sink or swim events. Not only to gauge the game, but where the hell Square Enix's head is at. Then the PS3 port is part two, with how well they sell and then how well the game was developed and optimized for the system. @DarkChaplain said it best.

It was just embarrassing. It really showed what kind of publisher the Square Enix of the past years was...

This is true, but the stance they are taking towards this title shows the publisher they can become. If they keep this attitude they might just win back a huge audience.

Many people are really dissecting FFXIV updates, they notice improvement with each one released, but also voice what needs to be worked on. SE is listening, checking, and deciding what actions need to be taken if any at all. This is a phase in SE history I've not seen before. It's a new approach a creative and hands-on direction which isn't fueled by not only the mass amount of monetary loss, but also as one of the biggest failures in modern gaming. A failure so big that many seem to think they can't revive it, but also it provides them with much more incentives to overcome such a failure.

I think it's going to beat the odds and prove itself a good game in the end. Even if it does become a niche title, i think that won't stop it from being a better game then most.

I really respect and admire Yoshi-P (Naoki Yoshida), he's trying to bring up a game who was busted at launch, and I really think he can. I think It's not just the XIV Team but Square Enix as a whole is undergoing a transformation. I really hope SE succeeds and get better.

I feel that Yoshi is different than any I have experienced, he is really determined and works hard [Spends almost the entire day working (literally), he only sleeps for approx. 2 hours (in an interview) and 70% of his body consists of Coffee :p]

I know fully well the Weaknesses of FFXIV (maybe not all, but most) since I've played for more than year and a half (Up til a few weeks ago, haven't paid for the subs 0.0) and I hope 2.0 will revive the game like a Phoenix reborn from its' ashes.

To follow on FFXIV's Progress or to see It's progress up til now, you can check:

Patch NotesLetter From the Producer

and 2 Special Letters from the Producer! Live Letter (In the past)

Live Letter I

Live Letter II

@Settsuo-kun Yeah, I feel that Yoshi-P is the best producer for FFXIV, or even the best producer in SE at the moment. He's truly dedicated to the game and that's what gives me hope for Version 2.0, he doesn't try on his own, he gets his team organized, he finds the problem in the team, and he also communicates a lot with the Community.

He's also made the game enjoyable and playable, I can't wait for Version 2.0s preview and demo.

Yoshi-P is supposedly releasing an Official Website for Version 2.0 soon, here is the site SE bought (However there is nothing at all inside): It is still not know whether this is for V2.0

arealmreborn.com

arealmreborn.net

Also to add, here's a few English Interview: (All Interview I have posted are from E3 2012)

Gamer Escape Interview

RPG Site

1UP Interview

JPGAMES DE

P.S.Hiromichi Tanaka left SE due to Health Reasons :/ I hope he gets better, he's an awesome producer with great visions.

@Nagara Had some free time so I decided to finally check out those articles. So glad you posted them(especially the Gamer Escape interview)! Yoshi P and his team are awesome, that three pillars plan is pretty spot on. They recently updated the official site with pre 2.0 imagery and seems like the big push to 2.0 is starting so i'm pretty excited to see what's going to happen.

Hiromichi Tanaka, I hear he might still try to get new ideas on the market, but as sole creator. I hope he does get better as well, excellent man with very good visions so here's to a full recovery.

Hey guys if you ever considered buying Final Fantasy XIV, now might be the time.Numerous shops are offering a pretty sweet deal for the game which I don't think will last that long. With the 2.0 beta coming and the 2.0 push starting next month, now's the time to try it out.

Only $9.99

Getting Final Fantasy XIV Started Checklist

Before even purchasing, download the Final Fantasy XIV Benchmark. It'll basically check whether or not you can run it on your PC at all. If you have multiple PC's and really want to try it out download and run the Benchmark on all of them.

Remember, you get this at a great deal, plus the free update to 2.0 once it drops. Also once September hits Square Enix is offering 3 months of free services so you could get the next four months free if you do it right.

It's started everyone, the first of many "holidays" for me! The big Final Fantasy XIV 2.0 push is starting officially. It's started off with with the Garlean Empire in full swing as they are casting the dreaded magical spell Meteor which will usher in a new era of darkness upon Hydaelyn. Along with it is the new site upgrade, which goes on teasing us, oh how it teases us >.<

Also a new update is live 1.23 which is the final update before 2.0 launches.

Haha, I was quite astonished when I saw the Trailer, I was like OMFG ! On a side note, I just beat the Legatus Nael Van Darnus and It was an Epic Quest & Battle befitting the title of "Final Fantasy"

The Battle itself felt very Classic Final Fantasy to most of the players, It felt like I was playing an Old, Classic Final Fantasy game, It's really fun no matter how many times I do it lol, Win or wipe xD The following Cutscene was very epic too, This is by far my favorite battle of Final Fantasy XIV and I think SE deserves an applaud for this, this is on par with some other FF Epic Battles !

@DC continue until you see the silver lining, which is actually that huge update coming next month 2.0 new world, new engine, a crap load of new content, and a new control scheme to boot. Stick with it and you'll see soon enough. Yea i'm optimistic, whether that's a good or bad thing, the jury is still out on that one.

@Nagara yea i saw my friend play it. Then got a quick try in myself with her character, it was pretty damn fun, but I couldn't even really enjoy it properly since I was enticed by Nael Van Darnus's Armor the entire time lol. Like when I start "playing", playing I want that armor to be available. Square did a good job on this one, so I can't wait to see what's to come :D

Just been reading some articles on IGN and like the fact that you can breed chocobos and that there is only one of each Primal on a Server. I can see guilds rushing to find it once it's been used. I wonder if it can be used in PvP (in a Guild vs Guild this would be the most amazing thing)